| | |
| | | base.OnEnter(); |
| | | |
| | | m_NetWorkReachability = Application.internetReachability; |
| | | // NetLinkWin.Hide(); |
| | | NetLinkWin.Hide(); |
| | | } |
| | | |
| | | protected override void Update() |
| | |
| | | return; |
| | | } |
| | | |
| | | if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD |
| | | || (GameNetSystem.Instance.crossServerConnected_Loigc && GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD)) |
| | | if (GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD) |
| | | { |
| | | DetectConnected(3); |
| | | } |
| | | else if (!GameNetSystem.Instance.mainSocketConnected |
| | | || (GameNetSystem.Instance.crossServerConnected_Loigc && !GameNetSystem.Instance.crossServerSocketConnected)) |
| | | else if (!GameNetSystem.Instance.mainSocketConnected) |
| | | { |
| | | DetectConnected(3); |
| | | } |
| | |
| | | { |
| | | connectedDetecting = true; |
| | | |
| | | // var sendInfo1 = new C0104_tagCOnlineReturn(); |
| | | // sendInfo1.Type = 0; |
| | | // GameNetSystem.Instance.SendInfo(sendInfo1);// 在线回应 |
| | | var sendInfo1 = new C0104_tagCOnlineReturn(); |
| | | sendInfo1.Type = 0; |
| | | GameNetSystem.Instance.SendInfo(sendInfo1);// 在线回应 |
| | | |
| | | // if (GameNetSystem.Instance.crossServerConnected_Loigc) |
| | | // { |
| | | // var sendInfo2 = new C0104_tagCOnlineReturn(); |
| | | // sendInfo2.Type = 0; |
| | | // GameNetSystem.Instance.SendToCrossServer(sendInfo2);// 在线回应 |
| | | // } |
| | | |
| | | // if (clock != null) |
| | | // { |
| | | // Clock.Stop(clock); |
| | | // } |
| | | // clock = Clock.AlarmAt(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd); |
| | | if (clock != null) |
| | | { |
| | | Clock.Stop(clock); |
| | | } |
| | | clock = Clock.AlarmAt(DateTime.Now + new TimeSpan(_seconds * TimeSpan.TicksPerSecond), OnDetectEnd); |
| | | } |
| | | |
| | | private void OnDetectEnd() |
| | |
| | | || GameNetSystem.Instance.timeSinceMainSocketLastProtocol > OVERTIME_THRESHOLD; |
| | | #endif |
| | | |
| | | if (GameNetSystem.Instance.crossServerConnected_Loigc) |
| | | { |
| | | #if UNITY_IOS && !UNITY_EDITOR |
| | | isDisconnected = isDisconnected || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > 3f; |
| | | #else |
| | | isDisconnected = isDisconnected || !GameNetSystem.Instance.crossServerSocketConnected |
| | | || GameNetSystem.Instance.timeSinceCrossServerSocketLastProtocol > OVERTIME_THRESHOLD; |
| | | #endif |
| | | } |
| | | |
| | | if (isDisconnected) |
| | | { |
| | |
| | | { |
| | | case NetworkReachability.NotReachable: |
| | | GameNetSystem.Instance.Disconnect(); |
| | | // WindowCenter.Instance.Open<DisconnectHintWin>(); |
| | | UIManager.Instance.OpenWindow<DisconnectHintWin>(); |
| | | break; |
| | | case NetworkReachability.ReachableViaCarrierDataNetwork: |
| | | case NetworkReachability.ReachableViaLocalAreaNetwork: |